You don't need to point it to anything - as the script above only reads its value, not sets it. It can be placed on a GameObject in any scene you wish to display a time-formatted value.
Be caredul with this adjustment - AC prevents saving during cutscenes on purpose, as the state of ActionLists (and that of objects being affected) can't be guaranteed to be properly recorded within the save data.
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That'll be a byproduct of t…
Recreated, here's how to fix it:
* Attach child camera, named e.g "RT Camera", to your MainCamera, give it a zero local position/rotation, set its Field Of View to match MainCamera
* Have RT Camera reference the RenderTexture in its Targe…
Good to have you back, @2finger.
Don't worry, they're still there - just not by default. Actions can be listed in the Inspector by checking the "List Actions in Inspector? option in the Actions Manager.
The Sprite Fader feature works by adjusting the alpha channel of the Sprite Renderer's Color property in its Inspector. You can try adjusting this manually to see if it has an effect - if not, it'll be down to the shader not reacting/accounting for…
That's an old thread, I wouldn't pay attention to that.
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There's currently no [timer] tag, but when there is you'll have the option to control its formatting.
For now, you can link a Timer to a global Float variable, and then use a simple s…
The downloadable packages rely on the latest AC release - you'll need to use v1.82.1 to do away with the compilation errors.
Otherwise, you can delete its Template script/asset and set the EventSystem prefab manually.
It's not necessary for direct…
Which scene an item is originally in (i.e. the Hotspot used to get the item) won't be a factor - once an item is in the Inventory, it'll be global data.
Put your custom code aside for the moment, and add the scene using the provided Scene: Add or r…
Welcome to the community, @BecauseBecause.
Apologies for your frustration. I'll need to know more detail about the method you've relied on - can you share the tutorial you've followed?
The main thing to look out for is that the AC MainCamera is s…
How does the data appear in the Save-File Manager, and how does each computer's location/language differ from those that work vs those that don't?
I'm wondering if it's related to a (now solved) issue that was causing float data to be saved using t…
It should be possible through use of this script on the AC wiki:
https://adventure-creator.fandom.com/wiki/Simultaneous_Hotspot_labels
Essentially, with your settings, Hotspots will become highlighted when within the Player's boundary - but still …
The position of your Hotspot label is set by the "Position" field of your Hotspot menu, in the Menu Manager.
Set this to "On Hotspot" to have it appear at the position of the Hotspot it is showing the name of.
Not in the Event Manager, as pausing the game affects the way ActionLists are played back. However, it is possible through script using the OnEnterGameState event:
using UnityEngine;using AC;public class PauseGameEvent : MonoBehaviour{ void OnE…
Sounds very strange - any chance of a video/screenshot to show the issue occuring?
What's your movement method / camera set up like, and what are the properties of your Interaction menu?
This is possible with a custom script that hooks into the OnRequestFootstepSounds custom event.
There's a few ways you can go about this. Here's an example script that lets you define a set of normal/alternative surface names for a character. For…